package away3d.animators.skeleton ;



/**
 * Joint represents a joint in a Skeleton.
 *
 * @see away3d.core.animation.skeleton.Skeleton
 */
class SkeletonJoint
{
    
    
    /**
     * The parent joint's index
     */
    public var parentIndex      : Int ;
    
    /**
     * The name of the joint
     */
    public var name             : String ; // intention is that this should be used only at load time, not in the main loop
    
    /**
     * The inverse bind pose matrix, as raw data, used to transform vertices to bind joint space, so it can be transformed using the target joint matrix.
     */
    public var inverseBindPose : Vector<Float> ;
    
    
    
    /**
     * Creates a new Joint object
     */
    public function SkeletonJoint()
    {
        
        parentIndex = -1 ;
        
    }
    
    
}